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題名 個人電腦創建之3D虛擬策展轉譯為混合實境策展之技術發展促進元宇宙策展體驗
Technical development of transforming PC-created 3D virtual exhibitions into Mixed Reality-based exhibitions for an immersive Metaverse exhibition experience作者 簡翎恩
Chien, Ling-En貢獻者 陳志銘
Chen, Chih-Ming
簡翎恩
Chien, Ling-En關鍵詞 混合實境
數位策展
學習成效感受
沉浸感
臨場感
認知風格
眼動追蹤分析
策展轉譯技術
Mixed Reality (MR)
Digital curation
Learning performance
Immersion
Presence
Cognitive style
Eye-tracking analysis
Curation translation technology日期 2025 上傳時間 4-Aug-2025 14:03:46 (UTC+8) 摘要 隨著數位科技快速演進與文化體驗需求的提升,虛擬實境(VR)與混合實境(MR)技術逐漸被應用於數位策展領域,以突破空間限制,並強化觀展的沉浸感與互動性。特別是混合實境具備虛實整合與自然交互等特性,可為文化場域帶來更高層次的展覽體驗。然而,由於MR策展之建置普遍需要仰賴專業的3D建模與程式開發,使得非技術背景的策展者難以參與,阻礙了其應用的普及與創新潛力。因此,本研究旨在發展一套可將電腦3D策展系統上所建置之策展內容,轉譯為混合實境策展的技術工具,以降低混合實境的開發門檻與成本。 為了驗證經由轉譯之混合實境策展在促進觀展學習體驗上的效益,本研究採用真實驗設計研究法,招募大專院校學生進行觀展體驗,總共徵集了62名學生參與實驗。其中32名被隨機分派為採用「混合實境策展系統」輔以觀展學習的實驗組,另外30名學生則為採用「電腦版3D策展系統」輔以觀展學習的控制組,以探討兩組觀展學習者,以及高低不同互動經驗與場地獨立/場地相依不同認知風格的兩組觀展學習者,在沉浸感、臨場感,以及學習成效感受上是否具有顯著的差異。此外,本研究亦探討採用「混合實境策展系統」輔以觀展之觀展學習者的眼動行為歷程,並探討其與學習成效感受、沉浸感,以及臨場感是否具有顯著的相關性。此外,本研究亦進行半結構式訪談,深入了解採用兩種不同觀展學習模式之觀展學習者,在觀展歷程中的感受與建議,以補量化資料分析之不足。 研究結果顯示,使用「混合實境策展系統」的觀展學習者在沉浸感與臨場感表現上普遍優於使用「電腦版3D策展系統」的觀展學習者,尤以「控制感」與「聽覺」面向上具顯著差異,並且混合實境策展系統」顯著優於「電腦版3D策展系統」。此外,兩種策展學習模式在學習成效感受上無顯著的差異,顯示這兩種策展學習模式的學習成效感受相當。此外,具高互動經驗的觀展學習者在各項學習指標上表現較佳,並展現更高的視覺探索與投入程度;低互動經驗者則雖具學習動機,但操作與理解上仍需支援。場地獨立型觀展學習者在沉浸感相關面向表現優異,場地相依型則受操作與環境影響較大。實驗組觀展學習者的眼動觀展行為分析顯示,視覺行為投入與沉浸感、學習成效感受具有顯著的正相關,特別在「技能增進」與「行動改變」方面尤具顯著高度相關;但若視覺負荷過高,抑或操作回饋不足,則可能降低挑戰性感受。訪談分析結果顯示,多數實驗組觀展學習者肯定「混合實境策展系統」的新穎性與互動性,但亦反映操作複雜與技術侷限可能干擾體驗。 整體而言,「混合實境策展系統」具提升沉浸體驗與學習成效之潛力,本研究建議未來應依觀展學習者的個人特質,提供差異化的學習支援與適性導引。而本研究以「電腦版3D策展系統」所建置之展覽內容為基礎,發展將其轉譯為混合實境策展之技術,對於促進混合實境於數位策展學習應用的普及與推廣具有貢獻。
With the rapid advancement of digital technology and the growing demand for cultural experiences, Virtual Reality (VR) and Mixed Reality (MR) technologies have been increasingly applied in the field of digital curation. These technologies aim to overcome spatial limitations and enhance immersion and interactivity during exhibitions. In particular, MR offers unique advantages such as integration of physical and digital elements and natural interaction, enabling higher-level exhibition experiences in cultural spaces. However, the construction of MR-based curation systems often relies on professional 3D modeling and programming, making it difficult for curators without technical backgrounds to participate—thus hindering its broader application and innovative potential. This study aims to develop a Curation Translation Technology that converts exhibition content created on a computer-based 3D curation system into a Mixed Reality (MR) environment, thereby lowering the development barrier and cost of MR exhibition applications. To evaluate the effectiveness of MR exhibitions—translated from the computer-based platform—in enhancing learning experiences, this research adopted a true experimental design. A total of 62 university students were recruited, with 32 randomly assigned to the experimental group using the "Mixed Reality Curation System," and 30 assigned to the control group using the "PC-based 3D Curation System." The study compared differences in Immersion, Presence, and Learning Performance between the two groups, while also examining the effects of participants’ prior interaction experience and Cognitive Style (field-independent vs. field-dependent). In addition, the study analyzed eye-tracking data from the MR exhibition participants, exploring correlations between visual attention patterns and their Immersion, Presence, and Learning Performance. Semi-structured interviews were also conducted to gain qualitative insights into participants' experiences and suggestions under the two different viewing conditions, supplementing the quantitative analysis. The results indicated that participants in the experimental group generally exhibited higher levels of Immersion and Presence compared to those in the control group, with statistically significant differences especially in the dimensions of sense of control and auditory immersion. However, no significant difference was found between the two groups in terms of Learning Performance, suggesting that both curation modes were similarly effective in supporting learning outcomes. Participants with high prior interaction experience demonstrated better performance across learning indicators and showed greater visual exploration and engagement, whereas those with lower interaction experience required more support in navigation and comprehension. Participants with a field-independent Cognitive Style reported stronger Immersion, while field-dependent learners were more affected by operational and environmental challenges. Eye-tracking analysis of the experimental group showed a significant positive correlation between visual engagement and both Immersion and Learning Performance, especially in the aspects of skill development and behavioral change. However, excessive visual load or lack of feedback could diminish the sense of challenge. Interview findings revealed that most MR participants appreciated the novelty and interactivity of the system, but also noted that technical constraints and complex operations could hinder the experience. In conclusion, the "Mixed Reality Curation System" demonstrates promising potential to enhance immersive learning experiences. The study recommends providing adaptive guidance and personalized support based on individual learner characteristics. By developing a Curation Translation Technology that converts exhibitions created on a "PC-based 3D Curation System" into a Mixed Reality format, this research contributes to making MR-based digital curation more accessible and scalable for educational and cultural applications.參考文獻 一、 中文文獻 O’Bon Paris. (2018). 光之博物館:沉浸式藝術體驗. Retrieved July 6, 2025, from https://www.obonparis.com/zh-TW/magazine/atelier-des-lumires 吳紹群. (2018). 檔案數位互動展之觀眾滿意度與教育效果研究:以「同安潮新媒體藝術展」為例. 圖資與檔案學刊, 93. https://doi.org/10.6575/JILA.201812_(93).0003 吳裕益. (1987). 認知能力與認知型態個別差異現象之探討. 教育學刊, 7卷卷, 頁300-253. 陳麗淑(Li-Shu Chen), 宋祚忠(Tso-Chung Sung), & 陳思妤(Shih-Yu Chen). (2020). 博物館之通用學習成效研究:以國立海洋科技博物館金魚特展為例. 博物館與文化, 19, 3–33. 二、 英文文獻 Abumalloh, R. A., Nilashi, M., Ooi, K. 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國立政治大學
圖書資訊與檔案學研究所
112155019資料來源 http://thesis.lib.nccu.edu.tw/record/#G0112155019 資料類型 thesis dc.contributor.advisor 陳志銘 zh_TW dc.contributor.advisor Chen, Chih-Ming en_US dc.contributor.author (Authors) 簡翎恩 zh_TW dc.contributor.author (Authors) Chien, Ling-En en_US dc.creator (作者) 簡翎恩 zh_TW dc.creator (作者) Chien, Ling-En en_US dc.date (日期) 2025 en_US dc.date.accessioned 4-Aug-2025 14:03:46 (UTC+8) - dc.date.available 4-Aug-2025 14:03:46 (UTC+8) - dc.date.issued (上傳時間) 4-Aug-2025 14:03:46 (UTC+8) - dc.identifier (Other Identifiers) G0112155019 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/158490 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 圖書資訊與檔案學研究所 zh_TW dc.description (描述) 112155019 zh_TW dc.description.abstract (摘要) 隨著數位科技快速演進與文化體驗需求的提升,虛擬實境(VR)與混合實境(MR)技術逐漸被應用於數位策展領域,以突破空間限制,並強化觀展的沉浸感與互動性。特別是混合實境具備虛實整合與自然交互等特性,可為文化場域帶來更高層次的展覽體驗。然而,由於MR策展之建置普遍需要仰賴專業的3D建模與程式開發,使得非技術背景的策展者難以參與,阻礙了其應用的普及與創新潛力。因此,本研究旨在發展一套可將電腦3D策展系統上所建置之策展內容,轉譯為混合實境策展的技術工具,以降低混合實境的開發門檻與成本。 為了驗證經由轉譯之混合實境策展在促進觀展學習體驗上的效益,本研究採用真實驗設計研究法,招募大專院校學生進行觀展體驗,總共徵集了62名學生參與實驗。其中32名被隨機分派為採用「混合實境策展系統」輔以觀展學習的實驗組,另外30名學生則為採用「電腦版3D策展系統」輔以觀展學習的控制組,以探討兩組觀展學習者,以及高低不同互動經驗與場地獨立/場地相依不同認知風格的兩組觀展學習者,在沉浸感、臨場感,以及學習成效感受上是否具有顯著的差異。此外,本研究亦探討採用「混合實境策展系統」輔以觀展之觀展學習者的眼動行為歷程,並探討其與學習成效感受、沉浸感,以及臨場感是否具有顯著的相關性。此外,本研究亦進行半結構式訪談,深入了解採用兩種不同觀展學習模式之觀展學習者,在觀展歷程中的感受與建議,以補量化資料分析之不足。 研究結果顯示,使用「混合實境策展系統」的觀展學習者在沉浸感與臨場感表現上普遍優於使用「電腦版3D策展系統」的觀展學習者,尤以「控制感」與「聽覺」面向上具顯著差異,並且混合實境策展系統」顯著優於「電腦版3D策展系統」。此外,兩種策展學習模式在學習成效感受上無顯著的差異,顯示這兩種策展學習模式的學習成效感受相當。此外,具高互動經驗的觀展學習者在各項學習指標上表現較佳,並展現更高的視覺探索與投入程度;低互動經驗者則雖具學習動機,但操作與理解上仍需支援。場地獨立型觀展學習者在沉浸感相關面向表現優異,場地相依型則受操作與環境影響較大。實驗組觀展學習者的眼動觀展行為分析顯示,視覺行為投入與沉浸感、學習成效感受具有顯著的正相關,特別在「技能增進」與「行動改變」方面尤具顯著高度相關;但若視覺負荷過高,抑或操作回饋不足,則可能降低挑戰性感受。訪談分析結果顯示,多數實驗組觀展學習者肯定「混合實境策展系統」的新穎性與互動性,但亦反映操作複雜與技術侷限可能干擾體驗。 整體而言,「混合實境策展系統」具提升沉浸體驗與學習成效之潛力,本研究建議未來應依觀展學習者的個人特質,提供差異化的學習支援與適性導引。而本研究以「電腦版3D策展系統」所建置之展覽內容為基礎,發展將其轉譯為混合實境策展之技術,對於促進混合實境於數位策展學習應用的普及與推廣具有貢獻。 zh_TW dc.description.abstract (摘要) With the rapid advancement of digital technology and the growing demand for cultural experiences, Virtual Reality (VR) and Mixed Reality (MR) technologies have been increasingly applied in the field of digital curation. These technologies aim to overcome spatial limitations and enhance immersion and interactivity during exhibitions. In particular, MR offers unique advantages such as integration of physical and digital elements and natural interaction, enabling higher-level exhibition experiences in cultural spaces. However, the construction of MR-based curation systems often relies on professional 3D modeling and programming, making it difficult for curators without technical backgrounds to participate—thus hindering its broader application and innovative potential. This study aims to develop a Curation Translation Technology that converts exhibition content created on a computer-based 3D curation system into a Mixed Reality (MR) environment, thereby lowering the development barrier and cost of MR exhibition applications. To evaluate the effectiveness of MR exhibitions—translated from the computer-based platform—in enhancing learning experiences, this research adopted a true experimental design. A total of 62 university students were recruited, with 32 randomly assigned to the experimental group using the "Mixed Reality Curation System," and 30 assigned to the control group using the "PC-based 3D Curation System." The study compared differences in Immersion, Presence, and Learning Performance between the two groups, while also examining the effects of participants’ prior interaction experience and Cognitive Style (field-independent vs. field-dependent). In addition, the study analyzed eye-tracking data from the MR exhibition participants, exploring correlations between visual attention patterns and their Immersion, Presence, and Learning Performance. Semi-structured interviews were also conducted to gain qualitative insights into participants' experiences and suggestions under the two different viewing conditions, supplementing the quantitative analysis. The results indicated that participants in the experimental group generally exhibited higher levels of Immersion and Presence compared to those in the control group, with statistically significant differences especially in the dimensions of sense of control and auditory immersion. However, no significant difference was found between the two groups in terms of Learning Performance, suggesting that both curation modes were similarly effective in supporting learning outcomes. Participants with high prior interaction experience demonstrated better performance across learning indicators and showed greater visual exploration and engagement, whereas those with lower interaction experience required more support in navigation and comprehension. Participants with a field-independent Cognitive Style reported stronger Immersion, while field-dependent learners were more affected by operational and environmental challenges. Eye-tracking analysis of the experimental group showed a significant positive correlation between visual engagement and both Immersion and Learning Performance, especially in the aspects of skill development and behavioral change. However, excessive visual load or lack of feedback could diminish the sense of challenge. Interview findings revealed that most MR participants appreciated the novelty and interactivity of the system, but also noted that technical constraints and complex operations could hinder the experience. In conclusion, the "Mixed Reality Curation System" demonstrates promising potential to enhance immersive learning experiences. The study recommends providing adaptive guidance and personalized support based on individual learner characteristics. By developing a Curation Translation Technology that converts exhibitions created on a "PC-based 3D Curation System" into a Mixed Reality format, this research contributes to making MR-based digital curation more accessible and scalable for educational and cultural applications. en_US dc.description.tableofcontents 謝辭 i 摘要 iii Abstract v 目次 vii 圖次 ix 表次 x 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 3 第三節 研究問題 3 第四節 研究範圍與限制 4 第五節 重要名詞解釋 4 第二章 文獻探討 8 第一節 元宇宙策展的發展與影響 8 第二節 混合實境於數位策展的應用與發展 10 第三節 沉浸感、臨場感以及學習成效感受對於觀展體驗的影響 12 第三章 系統設計 16 第一節 系統設計理念 16 第二節 系統架構 17 第三節 系統介面與功能 19 第四節 系統開發環境 27 第四章 研究設計與實施 30 第一節 研究架構 30 第二節 研究方法 34 第三節 研究對象 35 第四節 研究工具 35 第五節 實驗設計與流程 39 第六節 資料處理與分析 43 第七節 研究實施步驟 45 第五章 實驗結果分析 47 第一節 兩組觀展學習者在沉浸感、臨場感,以及學習成效感受上的差異分析 47 第二節 採用不同觀展模式之高低數位互動經驗觀展學習者,在沉浸感、臨場感,以及學習成效感受之差異分析 50 第三節 採用不同觀展模式之不同認知風格觀展學習者,在沉浸感、臨場感,以及學習成效感受之差異分析 68 第四節 採用「混合實境策展系統」之觀展學習者的觀展行為分析 84 第五節 質性資料分析 97 第六節 綜合討論 110 第一節 結論 126 第二節 「混合實境策展系統」改善建議 132 第三節 未來研究方向 133 參考文獻 135 附錄一 參與研究同意書 142 附錄二 基本資料與數位互動經驗問卷 143 附錄三 團體藏圖測驗 144 附錄四 學習成效感受問卷 151 附錄五 沉浸感問卷 153 附錄六 臨場感問卷 156 附錄七 半結構式訪談大綱 158 zh_TW dc.format.extent 6492124 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0112155019 en_US dc.subject (關鍵詞) 混合實境 zh_TW dc.subject (關鍵詞) 數位策展 zh_TW dc.subject (關鍵詞) 學習成效感受 zh_TW dc.subject (關鍵詞) 沉浸感 zh_TW dc.subject (關鍵詞) 臨場感 zh_TW dc.subject (關鍵詞) 認知風格 zh_TW dc.subject (關鍵詞) 眼動追蹤分析 zh_TW dc.subject (關鍵詞) 策展轉譯技術 zh_TW dc.subject (關鍵詞) Mixed Reality (MR) en_US dc.subject (關鍵詞) Digital curation en_US dc.subject (關鍵詞) Learning performance en_US dc.subject (關鍵詞) Immersion en_US dc.subject (關鍵詞) Presence en_US dc.subject (關鍵詞) Cognitive style en_US dc.subject (關鍵詞) Eye-tracking analysis en_US dc.subject (關鍵詞) Curation translation technology en_US dc.title (題名) 個人電腦創建之3D虛擬策展轉譯為混合實境策展之技術發展促進元宇宙策展體驗 zh_TW dc.title (題名) Technical development of transforming PC-created 3D virtual exhibitions into Mixed Reality-based exhibitions for an immersive Metaverse exhibition experience en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 一、 中文文獻 O’Bon Paris. 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